====== 02. Conditions ======

If more than one condition affects a character, apply them all. If certain
effects can't combine, apply the most severe effect.

**Ability Damaged**: The character has temporarily lost 1 or more ability
score points. Lost points return at a rate of 1 per day unless noted otherwise
by the condition dealing the damage. A character with Strength
0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed.
A character with Constitution 0 is dead. A character with
Intelligence, Wisdom, or Charisma 0 is unconscious. Ability damage is
different from penalties to ability scores, which go away when the conditions
causing them go away.

**Ability Drained**: The character has permanently lost 1 or more ability
score points. The character can regain these points only through magical
means. A character with Strength 0 falls to the ground and is helpless.
A character with Dexterity 0 is paralyzed. A character with
Constitution 0 is dead. A character with Intelligence, Wisdom, or
Charisma 0 is unconscious.

**Blinded**: The character cannot see. He takes a -2 penalty to Armor
Class, loses his Dexterity bonus to AC (if any), moves at half speed, and
lakes a -4 penalty on Search checks and on most Strength- and
Dexterity-based skill checks. All checks and activities that rely on vision
(such as reading and Spot checks) automatically fail. All opponents are
considered to have total concealment (50% miss chance) to the blinded
character. Characters who remain blinded for a long time grow accustomed
to these drawbacks and can overcome some of them.

**Blown Away**: Depending on its size, a creature can be blown away by
winds of high velocity. A creature on the ground that is blown away is
knocked down and rolls 1d4 x 10 feet, taking 1d4 points of nonlethal
damage per 10 feet. A flying creature that is blown away is blown back
2d6 x 10 feet and takes 2d6 points of nonlethal damage due to battering
and buffeting.

**Checked**: Prevented from achieving forward motion by an applied
force, such as wind. Checked creatures on the ground merely stop.
Checked flying creatures move back a distance specified in the description
of the effect.

**Confused**: A confused character's actions are determined by rolling
d% at the beginning of his turn: 01-10, attack caster with melee or
ranged weapons (or close with caster if attacking is not possible); 11-20,
act normally; 21-50, do nothing but babble incoherently; 51-70, flee
away from caster at top possible speed; 71-100, attack nearest creature
(for this purpose, a familiar counts as part of the subject's self). A confused
character who can't carry out the indicated action does nothing
but babble incoherently. Attackers are not at any special advantage when
attacking a confused character. Any confused character who is attacked
automatically attacks its attackers on its next turn, as long as it is still
confused when its turn comes. A confused character does not make
attacks of opportunity against any creature that it is not already devoted
to attacking (either because of its most recent action or because it has
just been attacked).

**Cowering**: The character is frozen in fear and can take no actions. A
cowering character takes a -2 penalty to Armor Class and loses her
Dexterity bonus (if any).

**Dazed**: The creature is unable to act normally. A dazed creature can
take no actions, but has no penalty to AC. A dazed condition typically
lasts 1 round.

**Dazzled**: The creature is unable to see well because of overstimulation
of the eyes. A dazzled creature takes a -1 penalty on attack rolls,
Search checks, and Spot checks.

**Dead**: The character's hit points are reduced to -10, his Constitution
drops to 0, or he is killed outright by a spell or effect. The character's soul
leaves his body. Dead characters cannot benefit from normal or magical
healing, but they can be restored to life via magic. A dead body decays
normally unless magically preserved, but magic that restores a dead
character to life also restores the body either to full health or to its condition
at the time of death (depending on the spell or device). Either
way, resurrected characters need not worry about rigor mortis, decomposition,
and other conditions that affect dead bodies.

**Deafened**: A deafened character cannot hear. She takes a -4 penalty
on initiative checks, automatically fails Listen checks, and has a 20%
chance of spell failure when casting spells with verbal components.
Characters who remain deafened for a long time grow accustomed to
these drawbacks and can overcome some of them.

**Disabled**: A character with 0 hit points, or one who has negative hit
points but has become stable and conscious, is disabled. A disabled character
may take a single move action or standard action each round (but
not both, nor can she take full-round actions). She moves at half speed.
Taking move actions doesn't risk further injury, but performing any standard
action (or any other action the DM deems strenuous, including
some free actions such as casting a quickened spell) deals 1 point of damage
after the completion of the act. Unless the action increased the disabled
character's hit points, she is now in negative hit points and dying.
A disabled character with negative hit points recovers hit points naturally
if she is being helped. Otherwise, each day she has a 10% chance to
start recovering hit points naturally (starting with that day); otherwise,
she loses 1 hit point. Once an unaided character starts recovering hit
points naturally, she is no longer in danger of losing hit points (even if
her current hit points are negative).

**Dying**: A dying character is unconscious and near death. She has -1
to -9 current hit points. A dying character can take no actions and is
unconscious. At the end of each round (starting with the round in which
the character dropped below 0 hit points), the character rolls d% to see
whether she becomes stable. She has a 10% chance to become stable. If
she does not, she loses 1 hit point. If a dying character reaches -10 hit
points, she is dead.

**Energy Drained**: The character gains one or more negative levels,
which might permanently drain the character's levels. If the subject has
at least as many negative levels as Hit Dice, he dies. Each negative level
gives a creature the following penalties: -1 penalty on attack rolls, saving
throws, skill checks, ability checks; loss of 5 hit points; and -1 to effective
level (for determining the power, duration, DC, and other details of
spells or special abilities). In addition, a spellcaster loses one spell or
spell slot from the highest spell level castable.

**Entangled**: The character is ensnared. Being entangled impedes
movement, but does not entirely prevent it unless the bonds are
anchored to an immobile object or tethered by an opposing force. An
entangled creature moves at half speed, cannot run or charge, and takes
a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled
character who attempts to cast a spell must make a Concentration
check (DC 15 + the spell's level) or lose the spell.

**Exhausted**: An exhausted character moves at half speed and takes a
-6 penalty to Strength and Dexterity. After 1 hour of complete rest, an
exhausted character becomes fatigued. A fatigued character becomes
exhausted by doing something else that would normally cause fatigue.

**Fascinated**: A fascinated creature is entranced by a supernatural or
spell effect. The creature stands or sits quietly, taking no actions other
than to pay attention to the fascinating effect, for as long as the effect
lasts. It takes a -4 penalty on skill checks made as reactions, such as
Listen and Spot checks. Any potential threat, such as a hostile creature
approaching, allows the fascinated creature a new saving throw against
the fascinating effect. Any obvious threat, such as someone drawing a
weapon, casting a spell, or aiming a ranged weapon at the fascinated
creature, automatically breaks the effect. A fascinated creature's ally may
shake it free of the spell as a standard action.

**Fatigued**: A fatigued character can neither run nor charge and takes
a -2 penalty to Strength and Dexterity. Doing anything that would normally
cause fatigue causes the fatigued character to become exhausted.
After 8 hours of complete rest, fatigued characters are no longer fatigued.

**Flat-Footed**: A character who has not yet acted during a combat is
flat-footed, not yet reacting normally to the situation. A flat-footed character
loses his Dexterity bonus to AC (if any) and cannot make attacks of
opportunity.

**Frightened**: A frightened creature flees from the source of its fear as
best it can. If unable to flee, it may fight. A frightened creature takes a -2
penalty on all attack rolls, saving throws, skill checks, and ability checks.
A frightened creature can use special abilities, including spells, to flee;
indeed, the creature must use such means if they are the only way to
escape.

Frightened is like shaken, except that the creature must flee if possible.
Panicked is a more extreme state of fear.

**Grappling**: Engaged in wrestling or some other form of hand-to-hand
struggle with one or more attackers. A grappling character can
undertake only a limited number of actions. He does not threaten any
squares, and loses his Dexterity bonus to AC (if any) against opponents
he isn't grappling.

**Helpless**: A helpless character is paralyzed, held, bound, sleeping,
unconscious, or otherwise completely at an opponent's mercy. A helpless
target is treated as having a Dexterity of 0 (-5 modifier). Melee
attacks against a helpless target get a +4 bonus (equivalent to attacking a
prone target). Ranged attacks gets no special bonus against helpless targets.
Rogues can sneak attack helpless targets.

As a full-round action, an enemy can use a melee weapon to deliver a
coup de grace to a helpless foe. An enemy can also use a bow or crossbow,
provided he is adjacent to the target. The attacker automatically hits and
scores a critical hit. (A rogue also gets her sneak attack damage bonus
against a helpless foe when delivering a coup de grace.) If the defender
survives, he must make a Fortitude save (DC 10 + damage dealt) or die.

Delivering a coup de grace provokes attacks of opportunity.

Creatures that are immune to critical hits do not take critical damage,
nor do they need to make Fortitude saves to avoid being killed by a coup
de grace.

**Incorporeal**: Having no physical body. Incorporeal creatures are
immune to all nonmagical attack forms. They can be harmed only by
other incorporeal creatures, + 1 or better magic weapons, spells, spell-like
effects, or supernatural effects.

**Invisible**: Visually undetectable. An invisible creature gains a +2
bonus on attack rolls against sighted opponents, and ignores its opponents'
Dexterity bonuses to AC (if any). (See Invisibility, under Special
Abilities.)

**Knocked Down**: Depending on their size, creatures can be knocked
down by winds of high velocity. Creatures on the ground are knocked
prone by the force of the wind. Flying creatures are instead blown back
ld6 x 10 feet.

**Nauseated**: Experiencing stomach distress. Nauseated creatures are
unable to attack, cast spells, concentrate on spells, or do anything else
requiring attention. The only action such a character can take is a single
move action per turn.

**Panicked**: A panicked creature must drop anything it holds and flee
at top speed from the source of its fear, as well as any other dangers it
encounters, along a random path. It can't take any other actions. In addition,
the creature takes a -2 penalty on all saving throws, skill checks,
and ability checks. If cornered, a panicked creature cowers and does not
attack, typically using the total defense action in combat. A panicked
creature can use special abilities, including spells, to flee; indeed, the
creature must use such means if they are the only way to escape.
Panicked is a more extreme state of fear than shaken or frightened.

**Paralyzed**: A paralyzed character is frozen in place and unable to
move or act. A paralyzed character has effective Dexterity and Strength
scores of 0 and is helpless, but can take purely mental actions. A winged
creature flying in the air at the time that it becomes paralyzed cannot
flap its wings and falls. A paralyzed swimmer can't swim and may drown.
A creature can move through a space occupied by a paralyzed creature--ally
or not. Each square occupied by a paralyzed creature, however,
counts as 2 squares.

**Petrified**: A petrified character has been turned to stone and is considered
unconscious. If a petrified character cracks or breaks, but the
broken pieces are joined with the body as he returns to flesh, he is
unharmed. If the character's petrified body is incomplete when it
returns to flesh, the body is likewise incomplete and there is some
amount of permanent hit point loss and/or debilitation,

**Pinned**: Held immobile (but not helpless) in a grapple.

**Prone**: The character is on the ground. An attacker who is prone has
a -4 penalty on melee attack rolls and cannot use a ranged weapon
(except for a crossbow). A defender who is prone gains a +4 bonus to
Armor Class against ranged attacks, but takes a -4 penalty to AC against
melee attacks.

Standing up is a move-equivalent action that provokes an attack of
opportunity.

**Shaken**: A shaken character takes a -2 penalty on attack rolls, saving
throws, skill checks, and ability checks.

Shaken is a less severe state of fear than frightened or panicked.

**Sickened**: The character takes a -2 penalty on all attack rolls, weapon
damage rolls, saving throws, skill checks, and ability checks.

**Stable**: A character who was dying but who has stopped losing hit
points and still has negative hit points is stable. The character is no
longer dying, but is still unconscious. If the character has become stable
because of aid from another character (such as a Heal check or magical
healing), then the character no longer loses hit points. He has a 10%
chance each hour of becoming conscious and disabled (even though his
hit points are still negative).

If the character became stable on his own and hasn't had help, he is
still at risk of losing hit points. Each hour, he has a 10% chance of becoming
conscious and disabled. Otherwise he loses 1 hit point.

**Staggered**: A character whose nonlethal damage exactly equals his
current hit points is staggered. A staggered character may take a single
move action or standard action each round (but not both, nor can she
take full-round actions).

A character whose current hit points exceed his nonlethal damage is
no longer staggered; a character whose nonlethal damage exceeds his hit
points becomes unconscious.

**Stunned**: A stunned creature drops everything held, can't take actions,
takes a -2 penalty to AC, and loses his Dexterity bonus to AC (if any).

**Turned**: Affected by a turn undead attempt. Turned undead flee for
10 rounds (1 minute) by the best and fastest means available to them. If
they cannot flee, they cower.

**Unconscious**: Knocked out and helpless. Unconsciousness can
result from having current hit points between -1 and -9, or from nonlethal
damage in excess of current hit points.
